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FRONTIER: LAST CORE

  • 3d
  • strategy
  • tower-defense
  • sci-fi
  • isometric
  • action
0
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About FRONTIER: LAST CORE

savaş ve kazan

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. eymenselvibass built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about FRONTIER: LAST CORE yet. Play it, then tell eymenselvibass what you would add next.

Make your own game

FRONTIER: LAST CORE was built by eymenselvibass with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix FRONTIER: LAST CORE opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for FRONTIER: LAST CORE

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Rebuild a browser-based 3D sci-fi strategy/tower-defense game titled "FRONTIER: LAST CORE" with the author blurb "savaş ve kazan". Use Three.js or an equivalent WebGL engine, full-screen canvas, animated low-poly/asset-based 3D models, an orthographic high-angle isometric camera, shadows, fog, and a dark blue-black futuristic palette with bright electric-blue/cyan core lighting and orange accent lights.

The game has a lobby, matchmaking screen, battle mode, a defense-base construction mode, and a hero inspection screen.

LOBBY: Show a cinematic, high-angle view of a fortified sci-fi base on a large dark rocky ground plane. The scene contains layered cliff/terrain pieces around the perimeter, a raised central platform, a glowing energy core in the center, orange-accented defensive structures/turrets, several small animated friendly soldiers patrolling, distant terrain/structures/rocks, fog, and floating blue energy particles. The core should be a large glowing blue energy sphere/body with a brighter inner sphere, three rotating-looking energy rings, and a cyan cone/spike on top; make it pulse subtly. Overlay a centered menu with the large title FRONTIER, subtitle LAST CORE, a large blue PLAY button, and compact buttons BASE, HERO, ARMORY, UPGRADES, ACHIEVEMENTS, SETTINGS. In the upper-right show player information approximately "Level 8 • 8,450 Gold • 1,250 Energy". ARMORY, UPGRADES, ACHIEVEMENTS, and SETTINGS may show a simple "Coming soon in full premium version" alert, as in the original.

MATCHMAKING: Clicking PLAY opens a dark modal reading "FINDING OPPONENT..." and presents a randomly selected opponent from KAIRO (Lv. 9, AGGRESSIVE, COMMANDER), ARVEN (Lv. 12, DEFENSIVE, ELITE), VEX (Lv. 7, RUSH, RECRUIT), or KAEL (Lv. 10, FLANK, COMMANDER). Include a BATTLE START button.

BATTLEFIELD: On battle start, switch to a broad elevated orthographic/isometric view of a dark sci-fi battlefield. Use a large dark ground plane with an implied square/grid-like strategic arena, surrounding cliff/rock terrain, a raised fortified central platform, perimeter structures and turrets, distant rocks and structures, cool fog, blue core illumination, orange side lights, and floating cyan particles. Place the central glowing core as the objective. Place four defensive towers near the center (cannon and turret variants), a premium female sci-fi hero named RIVEN near the lower side of the base, three friendly animated defenders, and an initial group of enemies approaching from the far/top side. Use animated GLTF-style humanoids if available: friendly units are tinted blue, enemies red, with scout, soldier, heavy, and titan size/silhouette variants. Units walk toward targets, face their movement direction, idle when they arrive, and use simple shoot/punch animations when attacking.

CORE RULE: Protect the central core. The core starts at 100/100 health. Enemy units automatically move toward the core and damage it when within roughly three world units, disappearing as they attack. Friendly units automatically seek and shoot nearby enemies; towers automatically target nearby enemies in range and fire blue projectiles. Enemy projectiles should be warm red/orange and friendly projectiles blue/cyan, represented by glowing moving spheres. Hits reduce unit health; dead enemies disappear and award the player 8 gold when killed by friendly fire. End in DEFEAT when the core reaches zero. Spawn increasingly difficult waves: each wave has 3 plus up to 5 enemies; later waves add faster scouts, durable heavies, and very durable slow titans. The opponent style affects spawn bias, with AGGRESSIVE pushing the spawn position to one side. After wave 6, win when all enemies are gone, showing VICTORY.

BATTLE CONTROLS: Clicking the ground moves RIVEN to the clicked location. Space performs a dash/teleport to RIVEN's current target location. Also support touch dragging to set a movement target. The bottom HUD has buttons DEPLOY SCOUT (20), DEPLOY SOLDIER (35), DEPLOY HEAVY (60), DASH, SHIELD, and PLACE TOWER. Spend gold to spawn the corresponding friendly unit near RIVEN; scouts are small and fast, soldiers are standard, heavies are large, slow, and tougher. SHIELD restores up to 40 of RIVEN's health. DASH moves her to the target. PLACE TOWER alternates between turret and cannon and creates one near RIVEN. Towers have simple ranges/damage/fire rates and automatically attack.

BATTLE HUD: Use dark translucent panels with thin bright-blue borders and rounded corners. Put a red heart indicator at upper-left reading "CORE: 100/100"; upper-right resources with coin/gold and lightning/energy counts; lower-left "WAVE [number] • [enemy count] enemies"; and a centered lower action bar. Keep the HUD minimal, readable, and pointer-interactive while the canvas remains the main view. On victory/defeat, show a dark results modal with a green VICTORY or red DEFEAT border. Victory awards +95 Gold, +45 Energy, and XP; defeat awards +40 Gold, +18 Energy, and XP. Include RETURN TO LOBBY.

BASE MODE: Clicking BASE opens a closer isometric view titled "YOUR DEFENSE BASE • Click to place or select". Show a dark 36-by-36 ground area, a large space-base model, the glowing core, pre-placed towers of types cannon, turret, arrow, energy, and shield around it, and patrolling workers/soldiers. At the bottom show build buttons ARROW, CANNON, FLAME, ICE, ENERGY, and SHIELD. Selecting a build type then clicking the ground places a tower snapped to a two-unit grid, provided it is not within three units of the core or an existing tower; charge 80 gold. Clicking an existing tower selects it and opens an upgrade panel showing its type, level, damage, and range. Upgrading costs 200 gold, raises the level, increases damage by about 20%, and slightly enlarges the model. Include CLOSE and BACK TO LOBBY controls.

HERO MODE: Clicking HERO opens a dark modal/inspection view with a centered animated 3D female sci-fi character RIVEN, shown larger against a simple dark scene. Display "RIVEN", Level 8, Damage 14, Speed 4.2, and "Abilities: Dash • Shield • Ultimate", plus UPGRADE HERO and BACK. The hero model should idle-animate and use the same blue sci-fi visual treatment.

Use dark navy translucent UI, cyan/blue outlines, white text, red health accents, and restrained rounded sci-fi panels. Keep the camera fixed in a high isometric perspective during lobby/base/battle (with subtle cinematic lobby movement), and make the central glowing core the dominant focal point. Do not add unrelated mechanics, story systems, inventory systems, or abilities beyond those described.

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